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#include "ScGpuActorSim.h"
#include "ScNPhaseCore.h"

using namespace physx;
using namespace Sc;

Sc::GPUActorSim::GPUActorSim(Scene& scene, ActorCore& core, const ShapeCore* shapeCore) :
	ActorSim	(scene, core),
	mShapeSim	(*this, shapeCore)
{
}

Sc::GPUActorSim::~GPUActorSim()
{
	destroyLowLevelVolume();
}

void Sc::GPUActorSim::addToAABBMgr(Bp::FilterType::Enum type)
{
	const PxReal contactOffset = mShapeSim.getContactOffset();
	mShapeSim.addToAABBMgr(contactOffset, type);

	const PxU32 index = mShapeSim.getElementID();
	mScene.updateContactDistance(index, contactOffset);

	PxsTransformCache& cache = mScene.getLowLevelContext()->getTransformCache();
	cache.initEntry(index);

	cache.setTransformCache(PxTransform(PxIdentity), 0, index, index);
}

void Sc::GPUActorSim::destroyLowLevelVolume()
{
	if(mShapeSim.isInBroadPhase())
	{
		PxsContactManagerOutputIterator outputs = mScene.getLowLevelContext()->getNphaseImplementationContext()->getContactManagerOutputs();
		mScene.getNPhaseCore()->onVolumeRemoved(&mShapeSim, 0, outputs);
		mShapeSim.removeFromAABBMgr();
	}
	PX_ASSERT(!mShapeSim.isInBroadPhase());
}
